Late Game Character Building
This guide covers basic character build strategy for players that already have at least one rune, and are planning to get 3-4 total. This guide builds off what was covered in mid-game strategy.
Wrapping up our skills for our characters...
Contents
Melee Focused
Melee focused players remain heavy armour, heavy damage, fighters.
Weapon
Weapon skill should go to all the way to your weapon's minimum delay, if you haven't reached it already. Most one-handers should already have reached mindelay, so the biggest weapons require more training:
- 24 for Executioner's axe, Bardiche, Giant spiked club
- 22 for Triple sword
- 20 for Great mace, Battleaxe, Glaive, Great sword, Longbow
You can choose to keep training, or not. The fine-tuning doesn't really matter for at this stage: you can keep skill at the mindelay threshold, or continue training up to the maximum of 27. However, weapons with lower mindelays (like demon whips and eveningstars) will want at least a little more skill to train up.
By now, many of the rarer weapons start to become available. Consult the weapon choice article for more details. Regardless, Short Blades users should heavily consider swapping to Long Blades (or another weapon school). Stabbing an orb of fire is, too often, an impossible task.
Defense
If you've been training up specific skills, your main defenses: Fighting, Armour, Dodging, and/or Shields might be lacking. Ideally, two of Armour, Dodging, and Shields should be at least ten, while Fighting still remains an important skill to train. Well before Zot, your fighting skill should surpass even your weapon skill in importance.
Range
Throwing, assuming you have plenty of javelins left, should be raised up to the javelin mindelay of 16. They'll run out quick, unless you're worshipping Okawaru. Size matters; kobolds and spriggans can't use javelins, while trolls and ogres might want to train further to use large rocks.
The same strategy applies to Evocations, but as they have no mindelay, you can choose to train them for the rest of the game.
Once again, consider low-level utility spells like Apportation, Blink, and Animate Dead. Unless you plan to go grab all 15 runes, spells simply won't be useful.
Spell Focused
Spell focused characters focus their efforts on one or a few spells to do their deadly wrk.
Weapon
If your character has extreme aptitudes for a weapon (+3 or 4), consider a melee focused end-game weapon. Otherwise, only bother with magical staves, small one-handed weapons, or amazing unrands.
Spellcasting
Spell levels start to become more of an issue as they get more complex. By now, you can also freely train spellcasting soley for the MP benefit.
Spell Schools
Assuming you've found a Zot viable spell, stick with that spell school. Think Iron Shot, Orb of Destruction, or pretty much any level 9 spell. However, level 9 spells are difficult to cast if you don't have great aptitudes or some form of wizardry.
If you haven't found one, you should be planning ahead to switch foci somewhere well before you approach a second rune. Whenever it'd be melee, range, or another spell school, you know you'll have to deal with ancient liches and orbs of fire in Zot:5.
Once you found that spell, you'll want as much spellpower as possible for your offensive spells. More reliable, more powerful, the better.
Defense
Once you get your Zot-killing spell viable, your defenses should become a major priority. Typically, it'll be Fighting and Dodging that you want to train, as well as enough skill to cast while wearing a shield. All three skills should be raised to level 12-20.
Spell Choice
By this point in the game, the amount of experience you have is so high that the lines between melee focused players and spell focused players gets considerably blurred. Thus, it's easiest to divide spell choice by armour level and category.
Choice by Armour
Light
Going with a robe, troll leather armour, or lighter dragon scales is the most common choice for spell-focused players. It's best for characters with no weapon or using a weapon only as emergency/clean-up. Any level of spell choice can be considered.
However, 9th level spells are still an awkward choice for some species even in robes. Minotaurs and trolls, for example, should not even consider casting them. Other players may choose not to bother, using lesser attack spells like Freezing Cloud and taking advantage of a wider variety of utility spells with the spare spell slots.
Dragon Scales (Mid)
Players in fire dragon armour or heavier have generally foregone the thought of 9th level spells. Their highest level of offense is likely to be spells like Freezing Cloud, Iron Shot, and Orb of Destruction.
This is a choice best for those who either were formerly melee focused and now want some escape options, for those casters who don't wish to cast 9th level spells, or for those severely lacking in resists. Additionally, some species may be forced into it, with a lack of equipment options.
Furthermore, this is not a permanent decision, and heavy dragon armour may be used temporarily before learning higher level spells.
Plate (Heavy)
Plate armour, as well as crystal plate armour and gold dragon scales, are the choice for those foregoing offensive magic altogether. Exceptions include the god Cheibriados, and the divine demigods
Natural
Many Transmutations will outright meld your armour with whatever your form provides. Statue Form, Dragon Form, and Storm Form all provide bonuses in addition to your natural HP and EV. These spells, other than Blade Hands, do not disrupt casting. Irradiate can fill the gap between more traditionally offensive spells -- which still work just fine while in another form.
Characters going for 15 runes should consider using Necromutation.
Choice by category
If you choose to go with a 9th level spell, don't be picky: they are a massive investment in experience. You must have been training the school for most of the game to consider one. And unless you worship Vehumet -- and sometimes even then -- you might not get a 9th level spell reliable until you're just finishing your last rune. Don't try to focus on it, then. It won't help you survive with your problems now; get your defenses and utility skill up, first.
All players relying mostly on magic for offense should learn a high level non-elemental damage spell for Zot. Iron Shot, Orb of Destruction, Dragon's Call (for summoners), and Malign Gateway are all good choices. Spellforged Servitor is extremely helpful, if it can cast another high level damaging spell to begin with.
Low level spells start to become useless; physical options are easier for picking off foes.